Well there have been a few minor (but deadly) bugs introduced in some of the maps that were updated for 1.5 a long time ago, and then never fixed. Well actually they were, but the person kinda disappeared along with the updated maps, which is the main reason i never began fixing the maps.

Anyways, i got around to updating SkeltstonsHead yesterday and i'll look at Breakout now.
Do note that i haven't been able to actually test the maps out online, but seeing how the changes are minor at best there hopefully shouldn't be anything buggy. If something should turn up, do tell and i'll look at it.

IMO Breakout is too easy for thieves because they need only 600 loot for win. I would change it to "800" or even "1000".

The total amount is around 1200, which means you need 50% of the total loot in the map. This percentage is the standard used for almost all maps, and i personally recall having a hard time finding all the needed loot since you have to go to every part of the map.

I've currently readjusted the keys so there is a A key at one table and a B key at the other, just like in the pre 1.5 map. In addition there currently is a vent key on a table in one of the upper cell halls, and one in the storeroom (without vent access).

I personally question the Vent, since it does mean the guards have two additional entrances to guard, and the original difficulty of the map was always getting through the upper doors alive. Once that had happend it turned fun, with guards not being sure of wether you actually got out alive.
It has always been a chokepoint map with these "key areas":

Key pickups

Upper Doors

Exit Areas

The vents double the amounts of areas to cover for guards.

I haven't really tried the 1.5 version online, so i'll let you(the community) decide what you prefer.

Yeah something should be done to the vents, definitely put there just one vent key. Maybe some other restriction, like putting just one vent exit and the other working like entrance into inner vent complex.

ROFL.. yea i guess i deserved that.. Actually i remembered to try it in a game last week.. but I have apparently misplaced the driver disc. I have contacted the seller about it and hope to hear back from him soon.

Mmm, official map updates... as in "these map updates are official"
or official map updates, as in "these are updates to official maps"...
got to love the english language, it's so CLEAR *grins*
Anyway, if it's the former, this should be sticky.

The map would suck major ass without that. It already does anyway. A piece of cake for the thieves.
As for Breakout I prefer random key spawns. You could have key rackets at each location they can spawn in with 'A', 'B' and 'V' signs so that guards can see which one(s) is(/are) hanging there without having to drop flares to measure and guess by the location on the tables..
Updates to the Objective descriptions with pointers for guards on how many keys and to what there are etc. etc. would be cool, too.
Great jorb btw!

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that bug was fixed in my version

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cmon.. are we just supposed to leave that one alone? lol Next time trying looking in the chest.. not humping it

Perhaps if the map could be forced to spawn length-wise in the chest?? I think i tried this on my version but can't remember if i really did or why it didnt work.. or maybe it did work.. i can't remember.

Sorry to ruin your dreams, but after closer observation I've found that you can find AND snatch the map from any closed chest. First it looked like the canopy chest is immune to snatching and you could just use the lean-through bug to see it inside, but I'd managed to lean well enough to grab it and as a guard see the red crosshair.